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Routines |
| Prev: A925 | Up: Map | Next: A986 |
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Used by the routine at 9470.
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| A939 | LD A,$03 | Reset channel 3 for explosion sound (modified in Rex explosion at routine 99E3) | ||
| A93B | LD ($D528),A | |||
| A93E | CALL $A2DB | Initialise time bar loops counter | ||
| A941 | LD HL,$E9FF | Set A1D2 to the base address of attribute buffer for score points | ||
| A944 | LD ($A1D2),HL | |||
| A947 | CALL $C962 | Configure room connections and enemies of the room | ||
| A94A | LD HL,$5B60 | Reset projectiles configuration data buffer | ||
| A94D | LD DE,$5B61 | |||
| A950 | LD BC,$02ED | |||
| A953 | LD (HL),$00 | |||
| A955 | LDIR | |||
| A957 | CALL $C7AE | Initialize graphic and attribute data buffers for current room | ||
| A95A | LD HL,$5860 | Reset attribute file for room | ||
| A95D | LD DE,$5861 | |||
| A960 | LD BC,$029F | |||
| A963 | LD (HL),$00 | |||
| A965 | LDIR | |||
| A967 | CALL $B243 | Reset room graphic buffer | ||
| A96A | CALL $B384 | Copy tile graphic into room graphic data | ||
| A96D | CALL $A432 | Copy room graphic buffer to display file | ||
| A970 | CALL $C932 | Copy room color attribute buffer to attribute file | ||
| A973 | CALL $CB41 | Configure static enemies for the current room | ||
| A976 | XOR A | Set A=0 | ||
| A977 | LD ($A1B0),A | Set tilt #0 for arrow keys in room | ||
| A97A | LD ($A1DE),A | No train generating on room | ||
| A97D | CALL $9918 | Draw shield power | ||
| A980 | LD A,$01 | Set current room configured | ||
| A982 | LD ($A1F5),A | |||
| A985 | RET | |||
| Prev: A925 | Up: Map | Next: A986 |